using System;
using System.Collections.Generic;
using System.Linq;

using System.Reflection;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.IO;

namespace CodeGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    class MainGame : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager Graphics;
        public SpriteBatch Batch;

        private Texture2D ForeGround;

        public StateManager States = new StateManager();
        private EntityContainer UIManager = new EntityContainer();

        public MainGame()
        {
            this.Graphics = new GraphicsDeviceManager(this);
            this.IsMouseVisible = true;
            this.Content.RootDirectory = "Content";

            KeyboardHelper.InitBindings();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            ConfigManager.LoadConfig();

            this.Graphics.PreferredBackBufferWidth = ConfigManager.WindowWidth;
            this.Graphics.PreferredBackBufferHeight = ConfigManager.WindowHeight;

            this.Graphics.ApplyChanges();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            this.Batch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here

            Singletons.Device = this.GraphicsDevice;

            Singletons.Console = new LuaConsole();
            Singletons.Content = new ContentManager(this);
            Singletons.Scripting = new ScriptingManager();
            Singletons.Network = new NetworkManager();
            Singletons.States = new GlobalStateManager(this);
            Singletons.NetworkEntity = new NetworkEntityManager();
            Singletons.Hooks = new HookManager();

            Singletons.BuildLuaHelp(Assembly.GetExecutingAssembly(), "CodeGame.LuaLibary");

            this.ForeGround = Singletons.Content.GetTexture("foreground");

            if (File.Exists("autoexec.lua"))
            {
                Singletons.Scripting.DoFile("autoexec.lua");
            }

            this.UIManager.AddEntity(Singletons.Console);

            this.States.ChangeState(new MenuState());
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            this.States.Update();
            this.UIManager.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            this.GraphicsDevice.Clear(Singletons.Background);

            this.Batch.Begin();

            this.States.Draw();
            this.UIManager.Draw();

            this.Batch.End();

            base.Draw(gameTime);
        }
    }
}
